The plunger’s head sticks to the control mechanism of the vehicle, such as handlebars or a gearstick.
You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Free Bird: You must roll Self-Control each time you could drive erratically and dangerously, and must do so on a failure.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
John had found himself in possession of the enigmatic Scar of Eanna, its origin shrouded in the deepest obscurity. A profound and unbreakable bond ensued as he connected with this artifact, to the point where he became inseparably fused with it. This remarkable connection, over time, seamlessly integrated the Scar into his very chest, resulting in an extraordinary transformation. What once appeared to be a peculiar metallic imprint bore an uncanny resemblance to an intricate and otherworldly tattoo. To a casual observer, John might have struck an impression as a devoted adherent to some mystical faith. However, upon closer scrutiny, the observer would experience a profound and unsettling sensation, akin to encountering an enigma that defied conventional explanation.
The necklace/scar exerts a profound influence on John's mind. Whenever he can't unequivocally confirm its presence, a potent cocktail of panic and fear engulfs him. This goes beyond the mere sensation of its weight against his chest. If he can't currently see its luminous metallic luster, feel the warmth radiating through his hand, observe the subtle yet undeniable impact it has on those nearby, or hear the faint sizzle of its utilization, he finds himself ensnared in a paralyzing web of uncertainty. It's akin to a Schrödinger's Cat scenario, teetering on the brink of existential dread, desperately gasping for confirmation through every available sense. Without this validation, he experiences an inner decay, his very being slowly withering.
You gain the following benefits as long as you have your Eanna's Cross. The Eanna's Cross is burned into his chest. It is a metal chunk (originally a necklace) that he welded and attached to his chest.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
there are three stances each one doing something diffrent
1. opt
2. sever
3. control
You gain the following benefits as long as you are engaged in combat with katana.
+2 dice to all rolls with katana. You may Defend against firearm attacks from any range using katana.
You also gain the following effects:
Alister has reconfigured the chaise of his body and applied a reactive coating of electronically charged iron shavings. his body is completely black covered in this metallic dust. on impact a portion of the dust is knocked away revealing the shinny vulnerable bronze left underneath. eventually the dust is drawn back to its original place.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Corrosive substinces. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Archie is immune to all mundane diseases; his ability to power through them has always been freakish, but now he doesn’t even have to pretend nothing’s bothering him.
Whether it’s true or not, Archie is confident that the whole building would come down if he weren’t on call to do his job as the head secretary of the Bank of America Corporate HQ. Having a job like that, you can’t be out for any reason- he has no kids to speak of, and honestly loves the job. So, when he got sick and powered through it much more miraculously than he should have been able to, Archie made his first realization on what the Games might be doing for him.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Hank's lycanthropy becomes more invasive and agressive, leaving his form akin to a bipedal, anthropomorphic wolf, even after the full moon. His appearance is now that of a 7'2 humanoid wolf, with a full coat of black and white fur and a wolf's face and muzzle, tail and ears included.
His legs are now digitigrade, and his hands bigger in size. All these features make his lycanthropic nature extremely obvious, and his appearance specially intimidating during the night, when his red eyes show a slight glow.
You gain the following benefits at all times.
You are permanently and visibly transformed: anthropomorphic wolf. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: